NVIDIA GeForce GTX 970
vs
Intel Arc 130T

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce GTX 970 and Intel Arc 130T video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1178MHz (1178MHz vs 2.2 GHz)
  • More Shading Units: 1664 (1664 vs 896)
  • Newer Launch Date: January 2025 (September 2014 vs January 2025)

Basic

NVIDIA
Label Name
Intel
September 2014
Launch Date
January 2025
Desktop
Platform
Integrated
-
GPU Lithography
TSMC N5P
GeForce GTX 970
Model Name
Intel Arc 130T GPU
GeForce 900
Generation
Arc Graphics
1050MHz
Base Clock
300 MHz
1178MHz
Boost Clock
2.2 GHz
PCIe 3.0 x16
Bus Interface
-
5,200 million
Transistors
-
-
RT Cores
7
-
Compute Units
7 Xe-cores
104
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
56
TSMC
Foundry
TSMC
28 nm
Process Size
5 nm
Maxwell 2.0
Architecture
Xe+

Memory Specifications

4GB
Memory Size
-
GDDR5
Memory Type
System Shared
256bit
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
-
1753MHz
Memory Clock
-
224.4 GB/s
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
-

Display and Media

-
AV1 Encode/Decode
Yes
-
H.264 Hardware Encode/Decode
Yes
-
H.265 HEVC Hardware Encode/Decode
Yes
-
Intel Quick Sync Video
Yes
-
Max Resolution DP
7680 x 4320 @ 60Hz
-
Max Resolution eDP
3840 x 2400 @ 120Hz
-
Max Resolution HDMI
4096 x 2304 @ 60Hz (HDMI 2.1 TMDS), 7680 x 4320 @ 60Hz (HDMI 2.1 FRL)
-
Number of Displays Supported
4
1x DVI
1x HDMI 2.0
3x DisplayPort 1.4a
Outputs
eDP 1.4b, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL

Theoretical Performance

65.97 GPixel/s
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
62 GPixel/s
122.5 GTexel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
123 GTexel/s
122.5 GFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
-
3.842 TFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
3.9 TFLOPS

AI Features

-
AI Software Frameworks Supported by GPU
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU
-
GPU Peak TOPS (Int8)
63
-
Intel Deep Learning Boost on GPU
Yes

Miscellaneous

1664
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
896
48 KB (per SMM)
L1 Cache
-
2MB
L2 Cache
4 MB
148W
TDP
-
1.3
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
5.2
CUDA
-
12 (12_1)
DirectX
DirectX 12.2
2x 6-pin
Power Connectors
-
56
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
28
6.4
Shader Model
-
300W
Suggested PSU
-

Benchmarks

Shadow of the Tomb Raider 2160p / fps
GeForce GTX 970
15 +15%
Arc 130T
13
Shadow of the Tomb Raider 1440p / fps
GeForce GTX 970
29 +45%
Arc 130T
20
Shadow of the Tomb Raider 1080p / fps
GeForce GTX 970
41 +28%
Arc 130T
32
FP32 (float) / TFLOPS
GeForce GTX 970
3.842
Arc 130T
3.9 +2%
3DMark Steel Nomad
GeForce GTX 970
328
Arc 130T
537 +64%
3DMark Time Spy
GeForce GTX 970
3708 +56%
Arc 130T
2378
Blender
GeForce GTX 970
318
Arc 130T
640.3 +101%
Vulkan
GeForce GTX 970
31919 +2%
Arc 130T
31178
OpenCL
GeForce GTX 970
26896
Arc 130T
33794 +26%